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this was kinda how i went as well, the starter had i think med, int and animals as the primary skills but had a couple points in crafting but she'll never be a master. the first prisoner, however, was already an elite constructor and crafter with passions in both, so it made sense to add him. i don't believe the items with a quality level are mechenator only, but i've been wrong before today, and haven't gotten to the final level of mech research so no idea about the stuff that adds.
i also edited the start and brought a tunneler, as i wanted to do a mountain base, but keeping some level of charge on the bot took alot of micro until i unlocked the charger for it, but i understand that a self-imposed problem. plus it was somewhat difficult getting to that point as you only have so much bandwidth for "production" and "fighting" bots and compromises rarely end well. to be fair, i was at pretty high wealth (200k or so building a nice hotel for the hospitality mod) with just a couple guys, so that was fairly self inflicted.
in the end, adding some more guys to round out the skillsets and for firepower was needed, so it wasn't a solo game like i went into it expecting. i also made the mechanator a vampire, so there went control during deathrests, and they were a sizable portion of the defenses; a bad idea in retrospect.
im gonna roll again, probably tagging crafting, medicine and research, adding in a social pawn as it happens. we'll see how that goes.
I will say this, my pawn is a total shut-in. Between the Guaranlen tree and the bots... she couldn't caravan unless her very life was at stake. And it's been fun dealing with winter again... I'd been in the Jungle for a long while on last playthru.
OOOOoooo. Another manhunter pack! Instead of three squirrels it's five guinea pigs! Oh my... whatever shall I do?
My usual starting mechanitor has at least combat skills (preferably melee), crafting, medical, intellect, and social. Some cooking skill helps too, for medicine crafting later. I rush for tunnelers or grab an early convert for mining and let the bots do the busy work.
Later on in the game I try to give my mechanitor either a persona monosword or a persona zeushammer and a good shield belt. They hide behind my main gate while the robots fight outside, and smacks whoever tries to come through the door. It helps keep your precious mechlord a little safer.
Like I said, mostly just kinda waiting. With this game, when I'm starting a new start setup, I figger I'm gonna restart several times as I understand what to do better. Like the first time, I had a builder guy... but that was kinda overkill, so I thought plants/social might not be a horrible idea. Besides.. who enjoys rerolling characters endlessly?
The first random pawn didn't need much editing, I removed their scars to start with a fresh slate, made them 21 years old, etc. Good range of skills and passions, most of which ended up being turned off and ignored as robots took over. Got his head popped by a lancer when he leaned around a corner to shoot.
The second one ran into your issue of "early game time traps" and didn't progress in research fast enough to fight off the plague (penoxyciline/decent medicine would have helped).
The third time I added a second pawn to the start to help out, but messed up a starting condition. They landed with no social interactions between them, no "landed together" or tribal buffs. Social fights started up because of their bad living conditions and well.. we all know how that story ends.
Oh yea.. I forgot one trait that really made me wanna pull the trigger on this pawn: super-immunity.
I fully intend to lose this run (not trying to, just sayin'), and will consider all advice going forward.
BTW, isn't amazing how many games end with a pokin' his head out to get a shot on mech w a lancer....? Boom, dead. End of line.
Using long range scanners is an alternative, but you'll still need a human to guide the caravan, and transporting steel is quite heavy.
It's rather funny... the raid engine doesn't know what to do. "He's got nothing. Yea, but it's raid time..." Three squirrels, four guinea pigs, and just now five house cats. LOL. I'm just waiting for the snow to clear up a bit, and I can get back to work again.
Some people may not like the thought of infinite resources (or near infinite), but holy rimbiscuits is it expensive to run a transhumanist mech lord base. There is no shame in using mods to tweak your game to be more enjoyable... or harder if you're a masochist.
Fun ways to prevent yourself from 'cheating' too hard with Mines: set your basic resources (steel/plasteel/uranium) to "mine until 1000", and silver/gold to "mine until 100". Do not set a bill to dig up components, keep that job in the fabricator.
It may still be infinite resources but in a finite supply, still at the mercy of production/supply lines/expensive projects. You will have to wait for your mechs/miners to work...but you don't run into the Quarry issue of overstocking resources either.